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[RELEASE] Territory Daze


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  • 3 weeks later...
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<p>Okay, so as I alluded to in one of my previous posts, I've been completely reworking the picture pack for Territory Daze and I'm happy to say the workers are now done:</p><p> </p><p>

</p><div style="text-align:center;"><img alt="yPsAKMx.png" data-src="https://i.imgur.com/yPsAKMx.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div><p></p><p></p><p> </p><p>

As you can see, it's changed a bit and ALL the pictures are much more uniform; there's no longer some move zoomed out than others and such like. It was really one of my biggest issues with the modification so I'm glad I've finally put it right. Also, as you can partly see at the end of the example above, I've added 100 free pictures and also set them up to be used in the modification. Now I'm going through every single worker to make sure they're set up correctly and to also update their Biography's, if needed. Basically, I'm trying to make Territory Daze feel as polished as Shifting Sands and it's really coming together. I'm about a third through with the workers so I'm hoping I'll actually have an update for TEW16 in the next few months, maybe even delivering something for Christmas time. I'm not sure there'll be much - if anything - that's new but as I say, I hope it'll feel a lot more polished. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

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  • 2 months later...

Version 6.0

 

I previously said this would be done for around Christmas time but things actually came together very quickly and I feel that now is as good a time as any so as promised, here is the update better known as Territory Daze: Version 6.0. As always, I'd first like to thank everyone who has downloaded Territory Daze thus far. I may have moved onto other things and I don't think there's any doubt that Shifting Sands is more accomplished/popular, but this will always be my real baby. Anyway, here are the changes that you'll find in the new update, not including some of the more minor changes (I'll leave them for you to find) and more than anything, I hope you enjoy:

 

Polished
- It's really the word of the day as it's the best word to describe what I've mostly done with the modification. As I previewed previously, I've fixed the workers picture pack so they're more uniform, meaning there's no longer some more zoomed out than others and such like. I've also gone through every single worker biography to make them more uniform, fix any mistakes and maybe change them completely in some instances. I've also added more information to other areas where it allows me to, such as company/dojo information. All in all, the whole experience just feels a lot more... polished.

 

Added 100 Free Pictures
- As I also alluded to in an earlier post, I've added 100 Free Pictures to the modification and also applied them to the database. Future workers has always been something some people have struggled with as they don't feel there's enough, so hopefully this goes some way to alleviating those problems as it's basically 100 free workers. There's a wide variety of pictures for every role in the game, so I'm hoping to see some intriguing workers surface from them.

 

Added Workers
- The previous count was
1,279
and Version 6.0 comes in at
1,392
, so there are obviously
over
100 new names and faces. While a handful are immediately playable, the large majority of them are "Yet to Debut" which is - again - something I hope alleviates peoples main problem with the modification. In the process of adding these names, I've also come up with many, many others who I've added to my "To-Do" list so there's more to come too. However, I'm holding these back for TEW20 as this seems like a reasonable update already.

 

Fixed Protege Relationships
- When I started the modification originally, I thought just being trained by 'Worker X' meant they should have a "Protege" relationship with them. I quickly learned that this was incorrect however and this issue has now been dealt with. I've removed over 100 of these type of relationships and instead only used them when the workers have genuinely had that type of relationship. If you notice that I've got rid of any that I maybe shouldn't have, please just let me know.

 

Added Future Promotions
- With a little bit of help from Shifting Sands, I've added the Frontier Wrestling Alliance, GAEA Japan, Ice Ribbon Girl's Pro Wrestling, International Pro Wrestling: UK, the International Wrestling Association (Puerto Rico), JDStar Women's Pro Wrestling, Pro Wrestling EVE, PROGRESS Wrestling and World Wonder Ring STARDOM, meaning the companies are now up to
65
.

 

Added Dojos/Dojo Graduates
- I've also added a host of dojos to the modification, most of which are 'yet to open'. With this also comes their respective dojo graduates, as you'd expect. As you all probably know, this doesn't really add or change anything in the grand scheme of things but it fleshes out the game world even more, which is what I was hoping to do. So without further ado:

 

http://i.imgur.com/KhR75xo.png

Direct Link:

Click Me

 

Direct Link:

Click Me

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Very excited to try this out, thank you for all you do!

You're welcome. I hope you enjoy.

 

 

 

EDIT: The files are 2006 database and pics.

LMAO! Well, that's a rookie mistake. I completed uploaded the wrong files from my computer because I've been so used to clicking Shifting Sands in recent years. I'll fix them now. xD

 

EDIT: All done. :)

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  • 2 months later...
  • 1 month later...

As per the development journal:

 

"

A new addition to the editor is that there are automatic aging and de-aging facilities. The way this works is similar to a mass edit: you select the workers you want and how many years you want them to age or de-age, and the game will alter their skill levels accordingly to simulate that amount of time passing, using their age, debut date, settings, etc, to mimic what would happen in the real game. This takes into account context so, for example, you de-age an entire database and it's not going to regress people who haven't even debuted yet as clearly they've not even entered the game world. This feature can be a useful aid for database makers who wish to move their game worlds forward or backward."

 

If I'm understanding this correctly, this should save LOADS of time when importing future workers from the shifting sands mod.

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  • 3 weeks later...
Has anyone imported workers into this mod and can share the data please? Im doing it right now myself but theres a ton of duplicates and I may have messed up lol.

 

I've had moderate success importing from Alvasaurus's 1980 mod, but you do need to sort through the duplicates. Unfortunately I've since lost that data after switching laptops. Ggrrrr. Would very much welcome this data too!

 

The lack of yet to debut workers is the only thing keeping this mod from being perfect, in my opinion. The attention to detail is amazing.

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I've had moderate success importing from Alvasaurus's 1980 mod, but you do need to sort through the duplicates. Unfortunately I've since lost that data after switching laptops. Ggrrrr. Would very much welcome this data too!

 

The lack of yet to debut workers is the only thing keeping this mod from being perfect, in my opinion. The attention to detail is amazing.

I really hope someone has the data somewhere. I'm working on slowly deleting every duplicate myself but some wrestlers and their other gimmicks/names aren't attached and it can become confusing with some.

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Also, and I guess this is more directed towards Mammoth, what's the thinking behind having the workers gimmick names as their 'real' names, and their birth names as Alter Egos? I.E, in the workers list you'll find 'Hulk Hogan', but then 'Terry Bolea' as an alter ego - shouldn't this be the other way around? No big deal, just wondering :)
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Taker4455" data-cite="Taker4455" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42829" data-ipsquote-contentclass="forums_Topic"><div>Also, and I guess this is more directed towards Mammoth, what's the thinking behind having the workers gimmick names as their 'real' names, and their birth names as Alter Egos? I.E, in the workers list you'll find 'Hulk Hogan', but then 'Terry Bolea' as an alter ego - shouldn't this be the other way around? No big deal, just wondering <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> The name I choose for the database is always the name they're best known as (even if it's not a name they've used at the time of the modification) so in your example, "Hulk Hogan" is obviously the name most people would know him by. However, I'm always eager to add their alter egos so for people like Hogan who didn't become "Hulk Hogan" until later, he can still be "Terry Bolea" in his early years.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mammoth" data-cite="Mammoth" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42829" data-ipsquote-contentclass="forums_Topic"><div>The name I choose for the database is always the name they're best known as (even if it's not a name they've used at the time of the modification) so in your example, "Hulk Hogan" is obviously the name most people would know him by. However, I'm always eager to add their alter egos so for people like Hogan who didn't become "Hulk Hogan" until later, he can still be "Terry Bolea" in his early years.</div></blockquote><p> </p><p> Ahh, I see. Makes sense. Thanks for all the hard work on this and other mods <img alt=":cool:" data-src="//content.invisioncic.com/g322608/emoticons/cool.png.f00d2562b2c1d873a09323753efdb041.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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  • 2 weeks later...
Has anyone imported workers into this mod and can share the data please? Im doing it right now myself but theres a ton of duplicates and I may have messed up lol.

 

 

I found the best way to do it is to set this mod's date to December 1979, delete yet to debut workers, and then import yet to debut workers from the 1980 mod. You do have to watch out and make sure the databases don't have different debut dates for workers either side of the December 1979/January 1980 cut off, but it avoids the overwhelming majority of replicates.

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